/*Resource Management Example by Tom Bellingham
  Copyright (C) 2012 Tom Bellingham

  This program is free software: you can redistribute it and/or modify
  it under the terms of the GNU General Public License as published by
  the Free Software Foundation, either version 3 of the License, or
  (at your option) any later version.

  This program is distributed in the hope that it will be useful,
  but WITHOUT ANY WARRANTY; without even the implied warranty of
  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
  GNU General Public License for more details.

  You should have received a copy of the GNU General Public License
  along with this program.  If not, see <http://www.gnu.org/licenses/>.*/

using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;

namespace DictionarySample
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;



        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            ResourceManager.Instance = new ResourceManager();
            if (!ResourceManager.Instance.Init(Content))
            {
                throw new Exception("Error: Could not initialise ResourceManager");
            }


            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);


            if (!ResourceManager.Instance.LoadTexture("red"))
            {
                throw new Exception("Error: Could not load red.png");
            }


            // TODO: use this.Content to load your game content here
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here

            ResourceManager.Instance.UnloadTexture("red");

        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed
                || Keyboard.GetState().IsKeyDown( Keys.Escape ))
                this.Exit();

            // TODO: Add your update logic here


            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            // TODO: Add your drawing code here
            spriteBatch.Begin();
            try
            {
                spriteBatch.Draw(ResourceManager.Instance.GetTexture("red"), new Rectangle(0, 0, 10, 10), Color.White);

                //uncomment to test error handling
                //spriteBatch.Draw(ResourceManager.Instance.GetTexture("white"), new Rectangle(0, 0, 10, 10), Color.White);
            }
            catch (Exception e)
            {
                //the asset didn't exist
                //so catch the exception and handle it for now
                //the game now continues
                //but we can stop it by uncommenting the next line, rethrowing the exception

                //throw e;

                //or we can simply output it to a debug log or the console

                //Console.WriteLine(e.Message);

                //basically you don't want your engine to force stop code, if the developer wants it to stop, then he can rethrow the exception himself
            }
            spriteBatch.End();

            base.Draw(gameTime);
        }
    }
}
